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Saturday, December 31, 2016

Ratings

5.5 out of
10 with
2 ratings

Board Game Rank: Not Ranked

Description

This is a roll-and-move game, but more complex than most. The outer track includes spaces for State Primaries, Ballots, Strategy Cards and Progress Report cards, as well as the entrances to various key Caucus tracks and to the risky “Smoke-Filled Room” where the party bosses will either heap rewards or boot you from the game.

Primary spaces are like Monopoly properties: the first to land claims them, and others then pay “rent” in the form of Uncommitted Delegates. Landing on the entrance to a Caucus allows moving along its track and maybe winning its large bloc of votes (but a later player can win it back). Players may hold Demonstrations by making a declaration; if their next three moves avoid any squares with negative consequences, he gets 30 delegates from each player and can move to any square on the board. Failure means paying 20 delegates to each player.

Whenever a player lands on a Ballot square, hands are scored, and the leading player wins a Bandwagon effect (50 Delegates from each other player). A player that gets ahead therefore tries to trigger other ballots as quickly as possible.

Ratings

0 out of
10 with
0 ratings

Board Game Rank: Not Ranked

Description

It is the year 4020 CE, and the Human Empire stretches across most of the known universe. Comprised of a multitude of feuding Noble Houses, the universe is one that knows constant strife, be it on the bloody battlefields of hundreds of worlds, or the predatory elegance of the Imperial Court, or the cutthroat monopolization of trade. This is the world that you will step into to lead your faction to absolute victory!

Ratings

5.50467 out of
10 with
105 ratings

Board Game Rank: 11574

Description

From the box:

"Time to apply some Turtle Whacks!

"In the heart of the city, a towering skyscraper houses the evil SHREDDER, finalizing his plans to take over the world. Four Teenage Mutant Ninja Turtles know they must find a way into the skyscraper in order to battle the vicious SHREDDER and stop his plans. But as they make their way through the sewers and along the city streets, they encounter SHREDDER'S henchmen trying to stop them. A ride on the subway can help the Turtles get closer to their goal. A side trip to Baxter Stockman's lab will slow them down. Which Turtle will make it past their enemies and defeat THE SHREDDER? Will it be you?"

There are two sets of rules for the game. The basic game is a simple roll-and-move affair for kids, but the advanced game is much better, and plays somewhat like a stripped-down Buffy the Vampire Slayer.

Ratings

5.64397 out of
10 with
265 ratings

Board Game Rank: 9054

Family Game Rank: 1362

Description

Blurb from the back of the package:

Cinq-O is the fun, portable dice game where you build up points by trying to roll the perfect Hi score or the perfect Lo score. The first player to get 100 points wins -- but how you get there is up to you!

Ratings

0 out of
10 with
0 ratings

Board Game Rank: Not Ranked

Description

Sub-title "What it takes to keep your car on the road". Published in Olympia, WA. Some bizarre symbol for the Company Logo. Components consist of a one-sided Rules Sheet, Gameboard, 6 various color cars, 6 sets of various color chips to match the cars, 2 DICE, and a pack of M-opoly style Money.Anyway, a M-opoly style board layout with Dividend spaces and cards of various denominations depicted which, when the player lands on THAT card's place, the player can use the card as payment. 2 of these cards are printed in RED and can be held by a player and when others land on the space indicated on that card, then they pay the card holder. If the player holding the RED card(s) land on THAT place indicated by the RED card, it is placed back into the bottom of the deck. DIVIDEND cards can be sold for the amount indicated on them, either to the BANK or another player. TOKENS-(color chips) are given out when a player lands on START and can be placed on any BLACK numbered space NOT in a corner, but only one allowed at a time. Landing on BLACK numbered spaces results in paying either to the BANK or to the player that has a chip in that space. RED spaces and you collect money either from the BANK if empty or the player of the LAST vehicle in the same space. Land in a space with more than 1 vehicle, except corners, and you pay Double Parking penalties to each player there. Landing on Collision spaces and you only pay THOSE costs and no others. Last player in the game with any money is the winner.

Ratings

6.45 out of
10 with
6 ratings

Board Game Rank: Not Ranked

War Game Rank: Not Ranked

Description

Zhukov's First Victory: The Battle of Nomonhan, is an introductory level game of the battle between the Soviet Union and Japan's Kwantung Area Army in the summer of 1939. A series of border disputes between Japan's puppet state of Manchukuo and Soviet-controlled Mongolia since the spring escalated to an undeclared war.

The Japanese sent the 23rd Infantry Division, reinforced with tanks, engineers, artillery and backed by much of their air force, to teach the Russian garrison a lesson. Unknown to the Japanese, the Soviets also sent reinforcements led by General Zhukov. In a series of battles the Japanese gained some success in July, but were crushingly defeated in August. The forces of the Rising Sun would never again strike north, and instead cast their eyes elsewhere for territorial expansion.

Ratings

5.77273 out of
10 with
11 ratings

Board Game Rank: Not Ranked

War Game Rank: Not Ranked

Description

Adolf Hitler's early stated political aim was unification of the German people into one powerful and respected Germany. In this he initially succeeded, except for one case, the Swiss Germans. Absorption of the Swiss Germans was planned, but never carried out "Die Schweiz muß noch geschluckt werden" (literally: Switzerland must still be swallowed) was the name of the operational plan approved in August 1940 to do just that.

Switzerland Must Be Swallowed is a hypothetical simulation of the planned assault on Switzerland by Nazi Germany during World War 2. Players represent the military high commands directing their forces during what was sure to be a trying fortnight for all concerned. Fortunately for the German player, Adolf Hitler is busy elsewhere and will not interfere with your battle plans.

The 11 x 17" map covers all of Switzerland at 20 kilometers per hex. The 280 counters show Swiss and German regiments and divisions, including mountain and airborne troops.

Ratings

7.45098 out of
10 with
51 ratings

Board Game Rank: 6002

War Game Rank: 1024

Description

In early 1918, the trench warfare stalemate between the Germans and Allies was on the verge of ending. New small unit tactics developed by the Germans, and the advent of the Royal Tank Corps for the Allies, promised a new set of doctrines that would rule warfare for decades. The question was: who would beat whom to the punch?

The Germans were fresh from a decisive military victory in the East against Tsarist Russia. The Allies were celebrating the arrival of fresh U.S. troops. Either side could claim victory if it could break the national will of the other.

All Quiet on the Western Front is another Ted Raicer design focusing on this often neglected war. For many years, wargame designers shunned World War I for a variety of reasons: too dull, too static, too hard to reproduce the suicidal wave attacks waged by both sides. Ted Raicer almost single-handedly put WWI back on the wargaming map with a number of designs, including Paths of Glory, Clash of Giants, and "All Quiet...".

A traditional hex wargame, "All Quiet..." elegantly tackles a number of the key issues that help determine the outcome of the war, including German Stosstruppen and national morale, as well as more traditional elements like supply and command/control.

Ratings

5.14286 out of
10 with
7 ratings

Board Game Rank: Not Ranked

Description

From the box:"Movie Makers is a card game about the life behind the camera in the movie making business. A game in which you are smoking cigars and playing against friends and family trying to make the best films so you can receive the most precious statuettes. Gain an insight into the world of movies delivered with new anecdotes and old tales."

Danish Red Cross has created "Klub 10" which gives away 50.000 kroner (about 7.000 euro) to ten Danes. They will try to invest this money and the profit goes back to Red Cross. This year (2003) the money has been given to Peter Aalbæk, manager of the film company, Zentropa. He and his team have made Movie Makers, which are made in 10.000 copies.

Ratings

Description

On December 8, 1941, Japan launched a land, sea and air assault that conquered all of Southeast Asia and the East Indies in six months.

One important event in this campaign was the capture of Hong Kong. This British colony on the south coast of China was an economic prize the Japanese could not pass up, and a fortress they could not leave standing.

The Siege of Hong Kong is a simulation of the final invasion of Hong Kong Island, which began after five days of shelling on December 18, and ended on December 25, with the surrender of the last surviving defenders.

The 11 x 17" map shows Victoria island at 800 metres per hex. The 120 back-printed counters show Japanese and Commonwealth companies.

Ratings

6.54314 out of
10 with
51 ratings

Board Game Rank: 8385

War Game Rank: 2267

Customizable Rank: 170

Description

DARK EDEN is a new collectible card game based on the MUTANT CHRONICLES techno-fantasy setting. You may already be familiar with the first MUTANT CHRONICLES collectible card game, DOOMTROOPER. While DARK EDEN and DOOMTROOPER do share a conceptual origin, they are completely different games, with different goals and different strategies. You do not need to be familiar with DOOMTROOPER to play DARK EDEN.

In DARK EDEN, each player plays a Commander on forsaken Earth, struggling to develop and maintain their Dominion against the invading hordes of other players. As Commander, you must defend your Turf, while at the same time send your Warband out to invade your opponents’ Dominions. In addition to all this warfare you must balance the essential Resources necessary to build your Turf, train your peoples, and develop new technologies. In order to win the game you must Raze your opponents’ Dominions to gain Victory Points (VPs). The first player to reach a predetermined number of VPs wins the game.

Ratings

Description

"If we do not stop retreating, we shall be left without bread, without fuel, without metal, without raw materials, without factories, without railways." [Stavka Order No. 227, July 28, 1942]

Stalingrad: Pivot on the Volga is a two-player game about the military drama that unfolded in southern Russia during the last half of 1942, culminating with the surrender of the German Sixth Army at Stalingrad on February 2, 1943.

One player takes on the role of the collective Axis theater commanders, chafing under the Fuhrers directives and orders embodied in the game's victory conditions. His opponent takes on the role of their Soviet counterparts, struggling to turn the tide after a year of catastrophic losses, fortunate enough to have a commander (Stalin) who allows more operational freedom, but who does not tolerate defeat.

The 11 x 17" map covers the Southern Russia at 55 km per hex. The 280 counters represent the German and Soviet troops at a divisional/corp/army level.

Ratings

6.4123 out of
10 with
29 ratings

Board Game Rank: Not Ranked

War Game Rank: Not Ranked

Description

In many ways, the famous Battle of Hastings in 1066 was just the beginning for the Normans, with many challenges awaiting them in the British Isles. In order to secure the Welsh border, William the Conqueror (recently crowned as King of England) established loyal Norman nobles in strongly garrisoned Earldoms along the frontier. What followed was decades of warfare and diplomacy as these "Marcher Lords" sought to extend their domains by subjugating the stubbornly independent Welsh. The Marcher Lords is a simulation of the Norman conquest of Wales in the 11th century on a grand strategic scale. Players assume command of Norman Earls or their Welsh foes, and make the decisions on a area movement map that will determine the course of the war. To be successful, the Normans will have to fortify their conquests by building castles and hold out against Welsh counterattacks, Viking raiders and various other threats.

Ratings

5.88636 out of
10 with
22 ratings

Board Game Rank: Not Ranked

Customizable Rank: Not Ranked

Description

In the academic tranquility of your lab, you are preparing a new experiment: the observation of a bacterial colony. For now, these small things prepare to battle. They will soon start the conquest of a Petri dish. The battle promises to be brutal! But you are not going to simply look at it, because it is your strategy that will define the battle issue.

Ratings

0 out of
10 with
0 ratings

Board Game Rank: Not Ranked

Description

Wildstorm Chromium Set One is the first card set published by the newly created Wildstorm Cards. It hit the stores in 1994. The set comprised of 100 chromium cards, 9 refractor cards and 15 autographed cards. It features artwork from Wildstorms fledgling artists including Jim Lee, Scott Clark, J. Scott Campbell and Brett Booth among others.

The flip side includes details of Wildstorms main heroes and villains, and included a set of 10 stats per character which can be used to play a game. This game is currently available for play on gatling Engine. The adaptation features both the chromium front of the cards and the flip side with the stats with a customized card back based on the Set One logo.

The stats featured on Wildstorm: Set One eventually evolved into the popular Wildstorm Collectible Card Game. Although published by the same company, these two games are not compatible with each other.

Ratings

6.23261 out of
10 with
2175 ratings

Board Game Rank: 2032

Strategy Game Rank: 971

Family Game Rank: 612

Description

The game of seafaring adventure in ancient Polynesia!

Tongiaki is a tile-laying game that reflects the risks and successes of these early explorers. There is often a chance that an expedition will end in utter failure... or, it might land in Tahiti, Fiji, or Oahu. Clever players might even found Royal Islands to call their own! Only fate will decide if, and where, sailors make landfall, although careful planning will give players the best odds for ever seeing land again. The goal of the game is to spread your "tribe" to many different islands in order to gain the most victory points. Islands have victory point values from 2-5, and having multiple pawns on an island gives no bonus.

This game uses a unique tile design never seen in any other game (hexes with wavy edges), and is easy to explain and easy to enjoy. Players all begin on the island of Tonga, and immediate overcrowding forces players to search out other islands to populate. For each expedition that leaves, a new tile is placed, revealing either an island, or a "water path" that may or may not have a number from 2-4, indicating that many different players (not number of boats) must make up that expedition for it to survive the voyage (draw and place an additional tile). In this way, the game encourages both cooperative and competitive play at the same time.

From the back of the box:

300AD: The Polynesians embark on daring sailing trips and explore thousands of Pacific islands. Driven by overpopulation and a desire for adventure, they set forth into the unknown on simple catamarans called Tongiakis. Without any help from navigational instruments, they charted their course with the help of the sun, stars, wind and water temperature. Birds, reefs, cloud formations, fishes and distinctive waves were the signals telling them that land lay nearby. Each trip became a life-threatening journey, as landfall was often impossible to achieve or the way home became cut off by strong currents. Suspense was their constant companion. Will the next hour, the next day bring them to their goal... Or will the ocean's currents force them to drift endlessly at sea?

Description from Uberplay's web site:

While originally designed to be somewhat cooperative, it can easily be played 'aggressively' in such a way as to rob other players of points and diminishing their presence on the board. The movement of pieces reaches a point where a 'triggered cascade' can alter the game drastically. Trying to foresee and select expansion moves leads to a weighty-er game than suggested at first glance.

Ratings

6.73317 out of
10 with
2068 ratings

Board Game Rank: 1124

Strategy Game Rank: 622

Description

You are the head of a Mongolian family, intent on becoming the most powerful in the land. Use your resources wisely to take control of fertile steppe lands to raise horses, build sacred temples, develop caravans of camels, and control the beautiful oases. The player with the most points at the end of the game will be anointed the Noble of the Oasis.

Ratings

2.5 out of
10 with
2 ratings

Board Game Rank: Not Ranked

Children's Game Rank: Not Ranked

Description

Tagline: The game where you try to catch Johnny in action!

In this game based off the cartoon "Johnny Bravo", each player is dealt a hand of four cards (one each of Action, Friend, Location, and Quote). Players then race to deduce which cards other players hold. This is done by visiting the special cartoon squares that force an opponent to reveal a card to you, or by drawing Johnny Cards that are played immediately. These cards have a variety of effects, including directing another player to reveal a card to you (or vice-versa). Most of these cards also have an action that must be performed, such as "Show off one of your karate moves" or "Run around the board".

The first player to deduce someone else's hand and move to the appropriate T.V. set square on the board wins the game.

The game includes the board, 16 hint cards (four each of Action, Friend, Location, and Quote), 20 Johnny cards, 4 crayons, 4 erasable hint-tracking sheets, and one die.

Ratings

5.45333 out of
10 with
15 ratings

Board Game Rank: Not Ranked

Children's Game Rank: Not Ranked

Description

A pure luck game. Players take turns dropping different colored marbles worth different point values into the machine. Then they are allowed to turn the tumblers that many times. Any marbles that fall out are collected. First player to get 25 points or last player with any marbles wins! Game includes 42 black, 8 white, 2 red marbles.

From the back of the box:

Object: Be the first player to get balls worth 25 points out of the Payoff Machine.

It's your turn. You decide to drop one white and two black balls into the machine. That's 7 points and seven twists of the tumblers. Out drop six black balls and one white ball - that's 11 points. You've gained four points.

From the rules:

PLAY

Point Value: Each black ball is worth 1 point, each white ball is worth 5 points,and each red ball is worth 10 points. To start the game, each player receives 1 white and 5 black balls for a total of 10 points. The rest of the balls are placed in the holes on top of the cap. One red ball is the last to be put in the machine. The other red ball is a spare. Some of the balls may not go all the way down into the filled holes and will stick out slightly from the top. This is all right. A player is chosen to go first. He takes his turn. Then play passes to the left. On his turn a player tries to collect more balls and points then he puts into the machine. He may place 1 or as many as 10 points worth of balls into the machine. For each point, he must make one move. A move means turning and of the grooved tumblers (only the grooved tumblers are moveable) in either direction, until a 'click' is felt. A player may move any of the 3 tumblers in any order he wannts.

Ratings

Description

Impress your friends and family with your wealth of meaningless TV Trivia. Prove how too many hours of watching television has warped your brain. Avoid chores and responsibilities just like everyone at MTV!Study up on your Brady Physics, Partridge Family and Celebrity CAT Scans. And if you can Beat the Bishop and Mortify Your Mom, this is the game for you.

Ratings

5.44444 out of
10 with
45 ratings

Board Game Rank: 11460

Children's Game Rank: 328

Description

In the Realm of the White Bear

Out on the ice, the hunter becomes the hunted!

The realm of the white bear lies in a distant region in the Arctic, near the north pole. There lives the polar bear, or "nanuq" as he is known among the Inuit. It is the strongest and most dangerous creature for far and wide, feared equally by man and animal. Therefore, only with great care do the Inuit hunters dare to venture onto the ice, jumping from ice floe to ice floe towards their main source of food -- the fish. Then they must evade the dangerous "nanuq" and return safely home with their catch! Only the cleverest and most courageous Inuit will succeed in catching sufficient fish...

Each player has a team of four Inuit, who use ice floes to move to the opposite shore to catch fish, and then return home. The game ends once a player succeeds in returning four Inuit to the home igloo, with each bringing along one fish.

This game has some surprising similarities to the American game Polar Dare! that was designed by Dan Glimne and published by Milton Bradley in that same year (1991).

Ratings

6.17727 out of
10 with
815 ratings

Board Game Rank: 2995

Strategy Game Rank: 1158

Description

Players have come to the ruins of the Sunken City which long ago was lost to the sea. Try to raise the old city, building by building, and then construct pathways to get to these buildings to find ancient treasure from this lost civilization. But Neptune, the maritime protector, governs this area and is furious with the interfering humans. He streaks across the board smashing everything he comes across, that the city may rest in peace. The player who finds the most treasure is the victor, and so the city may rest again...

Ratings

6 out of
10 with
1 ratings

Board Game Rank: Not Ranked

Description

Based on the Cartoon of the same name with Dick Dastardly etc. This game is based on the Uno rules however it has some added twists. Each player is also trying to get his car to the front of the race before playing his last card. Most cards change the race order in addition to the usual Uno effects. The version I have is Japanese. There are some cards that need translation!

Ratings

6.77586 out of
10 with
29 ratings

Board Game Rank: Not Ranked

Children's Game Rank: Not Ranked

Description

From the rules : Trafalgar is a game which simulates realistically a battle between two squadrons of famous ships, each of which played an important part in the Trafalgar battle.Trafalgar is an exciting game of skill. Use the wind and your tactical skills to outmaneuver the enemy, bombard his port, dismast his ships, silence his guns. Recreate the atmosphere of that famous battle.This game comes in a large box with 8 plastic ships with masts, sails etc and the battle is played out on a huge board.

Ratings

5.08021 out of
10 with
76 ratings

Board Game Rank: 12658

Description

On your turn, roll the 9 special dice, then keep the ones you think will help you form either groups or runs. Next, you get to roll some or all of your dice two more times. At the end of three rolls, you score points for each die you have used to make groups or runs. And if you roll a Joker, you have a better chance to earn bonus points - like using all nine dice in a run, which scores 25 points. After everyone has taken five turns, the player with the highest score wins.

Ratings

Description

The scene is Treasure Island, the very one described in the wonderful book, about a week after the landing of the Hispaniola.

Both the Englishmen and the Pirates try to bring 7 treasure chests to their ships. Since they start out with only 6 chests at least one has to be stolen from the opponent.

The tracks through the jungle are made of 19 discs with a variable setup each game; there are 59578*10^24, or about six million billion billion, possible setups. These discs can be rotated during the game to shorten or lengthen the different jungle paths.

Ratings

7.5 out of
10 with
2 ratings

Board Game Rank: Not Ranked

War Game Rank: Not Ranked

Description

From the back: MADWORLD is a game of simplistic rules and intense strategy. You maneuver your armies, each with individual abilities and powers along an ever changing landscape, hoping to vanquish your opponent. Watch out, though, for not everything is as it seems.

Ratings

5.025 out of
10 with
12 ratings

Board Game Rank: Not Ranked

Description

Office Scandal!

The Game of Office Politics

Office Scandal is an easy-to-learn strategy game where you and the other players are coworkers competing to become the boss of your incredibly immoral office environment. In order to succeed at your workplace, you need to do whatever it takes. You may end up dating the boss's daughter, getting another player demoted for using the office equipment inappropriately, or busting someone for embezzling. During each round, anyone who is your boss gets to boss you around. The player who earns the most money wins.

Ratings

5.64062 out of
10 with
32 ratings

Board Game Rank: 11299

War Game Rank: 2384

Description

First Edition (1975, Lore / JMJ Enterprises)

The contents are: A Plain Manila Envelope with "The Battle of The FIVE Armies" and a drawing of a giant EAGLE with a MOUNTAIN printed upon it. A copyright symbol with "by Larry Smith" and further down is "A LORE Product Div. of JMJ Enterprises" is also printed on the envelope front.The game components consist of: a beige Mapsheet-19 inches by 25 inches with 2 color graphics-BROWN mostly with some BLUE; GRID co-ordinates along the edges; 146-counters-BLACK printing on WHITE for "GOOD" units and WHITE on BLACK for "EVIL" forces. The counters have some descriptive print to distinguish them such as Dw(arves), Gob(lins), Warg, Men, Elves, Eagle, plus some individuals-G(andalf), Beorn, Bard, Dain, Thorin and the Elf King. A 6-sided and 10-sided DICE are needed but not provided and Players must also provide their own TURN record.The RULES booklet is 5-1/2 inches by 8 inches and has the Reinforcement Schedule, Optional Rules, Scenarios Set-up, the Terrain Effects Chart, Army Morale Chart, ADDENDUM for "Under the Mountain" effects, Combat Results Table, Missile Effects Chart, and Morale Stack Chart.

2nd (1976) & 3rd (1977) Editions - TSR

This is the TSR remake of the earlier game and is a VAST improvement over THAT, with a 3rd BOXED edition of THIS game being produced in 1977. This game has a PLASTIC zip-"baggie" for it's contents, with 2 smaller zip-"baggies" for the game counters. Players provide a 6-sided & 10-sided DICE as well as a Turn Record Track. There is a small Errata sheet included denoting Corrections, Omissions, and with Additions to Missile Fire and Combat. The contents of the game include: a Mapsheet 17 inches by 23 inches; one hex-row LESS than the FIRST game; Light GREEN overall; BLACK features and Olde English Printing; BLUE water features; YELLOW Hillsides; Light-BROWN Rocks; BROWN Slopes, Dark-BROWN Mountain/Ridge; WHITE-Outposts, Paths, and Dale enclosure; and a PINK-Title/Credits. There is also a "dotted-line" delineating the area of "under the Mountain".

There are 163-game counters (79 orange goblins, 20 white wargs, 10 red dwarves, 10 blue men, 5 brown eagles, 32 green elves, 6 named characters, and one dark red SMAUG) and represent the biggest improvement over the first game. They are at least 3 times thicker, and are BLACK Print of the following colors: Dwarves-RED, Elves-GREEN, Men-Light BLUE, Eagles-TAN, Beorn-OLIVE, Bard-BLUE, Gandalf-GRAY, Elf King-Dark GREEN, Thorin & Dain-Brown, Goblins & Goblin King Bolg-ORANGE, Worgs-WHITE and SMAUG the Dragon-Dark RED. Each unit has a glossy silhouette "bust" and/or weapon printing (except the Eagles and SMAUG which have their full bodies) and COMBAT factors/Numerals.

NEW additions include Worg-Riders, HIDDEN movement, denoted Elves/Men ARCHERs-(optional rules), SMAUG the Dragon counter, and more detailed MORALE rules. The RULES booklet is 8-1/2 inches by 11 inches and includes a TSR Product Releases Page, as well as UNIT pictures at the top of the Terrain Effects Chart, with the Combat Results Table & Missile Effects Chart on the back page.

Ratings

Description

A variant of Rummy 500, using a board and a deck of cards with optical illusions on them. Here's the text on the box:

Vision ImpossibleThe Optical Illusion Game

An amazing collection of dazzling optical illusions has been brought together to create Vision Impossible, the board game guaranteed to put your eyeballs to the test -- dark glasses are not allowed!

Pit your wits against your opponents' and collect sets of classic crazy illusions to score the highest points -- but be warned, don't take too long, you'll find it's a race against each other!

Vision Impossible is an exciting new game, based on an old favourite, suitable for the whole family.

How to play: Players have to collect sets or runs of illusions, to score points. Vision Impossible is a game which combines skill and tactics, along with a sprinkling of good luck and the ability to endure endless eyeball bombardment by mind-bending optical illusions!

Ratings

3.33333 out of
10 with
3 ratings

Board Game Rank: Not Ranked

Description

From the publisher's website:

Shake the 6 colored "cubes" in the shaker cup to get one of many possible combinations of numbers! Your roll determines if you'll add or subtract chips from the pot. Chips are worth points.The player with the highest number of points is the winner! It's FUN...It's FAST...It's CUBES!

Ratings

6.87037 out of
10 with
27 ratings

Board Game Rank: Not Ranked

Abstract Game Rank: Not Ranked

Description

Dvorak is a "Nomic" card game where all of the cards start out blank; players choose a theme, sketch enough cards to get started, shuffle and deal, then add further cards to the game as the game progresses (voting on whether or not to add the new cards).

It can be played as a throwaway party game of in-jokes and silly pictures, a cut-throat win-by-any-means Nomic, or used as the skeleton for a re-playable card game. (The web site has a printable archive of submitted decks, many of which are good enough to play as standalone card games.)

Ratings

3.5 out of
10 with
3 ratings

Board Game Rank: Not Ranked

Description

The object of Thin Ice is to be the first player to collect three Winning Advice cards. Players receive a Winning Advice card when they give the best answer for getting out of an "unusual predicament".

The game begins with a collection of unbelievable predicaments that have really happened to people. Players are asked what they would do to get out of the same situation.

The "right answers" are included in the game on Response Cards. Unfortunately the cards are all mixed-up... and players must use whatever advice is written on the card they select... no matter what it says! Here is where the "gift of gag" will come in handy as you compete against a choice of unusual answers.

Ratings

5.2 out of
10 with
5 ratings

Board Game Rank: Not Ranked

Description

Inventions Trivia is a board trivia game in which teams of players answer questions about inventions and inventors. Game consists of a game board, a single six-sided die, 6 game pieces, and 450 question cards. The cards are divided into 3 subject groups (Household Items, Sports and Recreation, and Miscellaneous). Each card contains a question read by one team member to the other members and contains a clue, answer and a short story about the invention or inventor.The game box states that the game is for 2 or more players or teams, Ages 13 and up.The game publisher has a website (www.inventionstrivia.com).

Ratings

6 out of
10 with
1 ratings

Board Game Rank: Not Ranked

Description

A nicely produced and packaged Hearts variant.

The cards are in four colors (acting as suits), with values 1-10, 15, 20, 25, and 50. Red cards are bad to take in tricks, with a degree of badness equal to their numerical value. The purple 20 (the "Bad Buck"), if taken in a trick, *doubles* your ultimate score for the hand (ouch). The player with the most points loses the hand and decrements a six-sided die (thoughtfully provided) to keep track. When any player loses six hands, the game ends and the player with the most hands not-lost (whatever) wins.

Ratings

6.1875 out of
10 with
8 ratings

Board Game Rank: Not Ranked

Description

A Dutch game.Each player controls a mobster gang consisting of one Boss and 20 members. A player can win if all other bosses are eliminated or by occupying one side of the board and playing the appropriate card related to that side.

Players have the option of either moving or cashing money:

Pieces can move on foot or up to four can move faster by car. When either one of the gang is on a "Take a card" space, follow that instruction. Cards can be good, or not really, at times. When stopping at a space occupied by rivals, a shootout occurs. A six sided die (two blank sides, two times one and two times two) is rolled until only one gang is present in the square. Players eliminate whatever they roll, a blank being a miss.

After placing the boss on the board all gang members and cars have to be purchased. Money can be cashed if playing pieces occupy squares in front of nightclubs or restaurants. They can gamble by rolling the die if they occupy one or more casino spaces. Most money is made when a gang succeeds in smuggling a barrel of alcohol from the owned brewery to one of the bars.Controlling the police comes in handy as well.

The board consists of a grid with streets and blocks divided in a North, East, South and West side.The gangs come in six colors. Bosses are depicted with a portrait while gangsters are black silhouettes. All have a nickname and no two are alike.

Description

Ratings

6 out of
10 with
1 ratings

Board Game Rank: Not Ranked

War Game Rank: Not Ranked

Description

The game is designed around the concept of each player controlling up to a flight of aircraft (3-5 planes). The rules contain sufficient complexity and detail to make games with only one plane interesting. The rules cover fighters and ground attack aircraft from 1939-45.

Ratings

4 out of
10 with
1 ratings

Board Game Rank: Not Ranked

Abstract Game Rank: Not Ranked

Description

The boardgame of strategy & dice played out on the back of your Game/Shirt. The quest is to align Charms, your playing pieces, 4 or 5 in a row by alternating dice and free moves. The intermix of plays allows you to thwart your opponents, build a stronghold, complete your path, and win the bout.

The game was created for boardgame enthusiasts who want a boardgame that is 'at the ready'. Dice, Charms, and Instructions are all kept neatly in a Velcro pocket.

Your shirt has a printed 'Plat' on the back with numbered 'Sites' which is the playing surface. The object of the game is to align 5 Charms in a row, in any direction or 4 when there are four or more players. The opening move is Norns--when the player rolls the dice and places a 'Charm' on the corresponding 'Site'. (for example, a player rolls a 2 and an 8. He or she now has the option of placing a charm on 28 or 82.)

‘Bumping’ can occur when an opponents charm already occupies the number rolled. The current player can bump the opponents charm out of play and replace it with their own.

Play continues to the left until all players have played their Norns.

The next round of turns is the 'Free Move'. On their turns, the players can choose any open site on the plat. Either building a path of 4 or 5 in a row or blocking an opponent.

‘Gazorping’ is a capture move where a player must complete a path with two opponents' charms in between. The opponents' charms are removed. The player has the option of ‘Sliding’-- moving one, and only one, of their charms into the vacated sites left during a Gazorp.

Ratings

7 out of
10 with
1 ratings

Board Game Rank: Not Ranked

Description

Bewitch, the game of "Mind Reading." Manufactured by Selchow & Righter, 1964. For 2-4 players.

The Game of 'Bewitch' is a rapid-round family board game wherein players are tempted to outmaneuver one another by anticipating decisions and reactions to the pattern of past plays, hence using their mystical powers.

This is a game that has 60's abstract art, as well as a creepy witch doctor/ESP theme.

Each player has three witch doctor cards. After secretly choosing one of the three witch doctor cards, each player presents their choice in manner similar to paper/scissors/rocks. Winning player then draws a card from the stock or from their opponent's discard pile. In a three or four player game, players three and four can also steal cards from other players under certain circumstances. Goal is to be the first to accumulate all ten animal cards OR be the first player to move their pawn 10 spaces.

Ratings

5.43941 out of
10 with
34 ratings

Board Game Rank: 11468

Children's Game Rank: 352

Description

Taboo Junior is a simpler version of the parent game, advertised for ages 8 to 12. Players divide into two teams, racing their tokens on parallel tracks to the finish line. A card is secretly drawn and a "clue giver" tries to get his team to say the word on it...without using any of three related words that are also on the card. The team has a timer during which they score as many clues as possible. The number correct is the number of squares the token is moved.

One difference from the original game is that the "buzzer" is actually a plastic squeak toy instead of the harsh electric buzzer. The clues are also much easier, common words than in the adult game.

Ratings

5.39815 out of
10 with
54 ratings

Board Game Rank: 11696

Children's Game Rank: 313

Description

Scattergories Junior is a simplified and shortened version of the parent game. Players are given a master list of topics and then a twenty-sided die with letters on each side is rolled to determine the "key" letter. Players have a limited time to think of unique words that start with the letter and have to do with the topic. Players can still earn some points for on-topic words that don't start with the letter. (This is clearly different from the original game, as a simplification for younger children.) Players receive points for original words. The game goes for two rounds. The box advertises this game for Ages 8 - 11.

Ratings

5.5079 out of
10 with
157 ratings

Board Game Rank: 11576

Children's Game Rank: 376

Description

Pictionary Junior is a simplified version of the parent game, designed for a younger audience. Players divide into two teams, each with one Picturist and the rest of the players as Guessers. If there are only 3 players, one can act as full-time Picturist.

The game consists of rolling a die to circle a linear track on the board. Topics to draw come from cards. An hourglass marks the time limit for guessing. The cards contain simpler topics than the parent game, more suitable for children. Guessing correctly earns the next roll. The game is advertised for Ages 7 - 12. (Other editions say "Now for ages 8-14.")

Friday, December 30, 2016

Ratings

4.85714 out of
10 with
14 ratings

Board Game Rank: Not Ranked

Description

In Zingers, a player picks the best Zinger for a famous personality in a wacko situation. Example: Bill Clinton has just met a transvestite in a posh Beverly Hills bar. His Zinger: (pick the best one from the five choices in your hand)... "Run, don't walk," "Not with me you don't," "You've got balls," "Kiss my ___," "I think I'm going to be sick." The judge then decides which is the funniest, most right on, or most off-base. If it is your zinger, you win the point.